In the fall of 2025, I had the nice pleasure of attending Tokyo Game Present, a journey that additionally naturally included a few pit stops to satisfy native builders and see what they had been as much as. On the final day of my journey, in the ultimate hours simply earlier than I went to the airport, I arrived at what I desperately hoped was the Onion Video games workplace. I used to be overburdened with two large suitcases, in a international nation, and not sure of precisely the place it was. As I glanced up at the constructing the place I assumed I’d been directed to go, I caught a glimpse via a window of a silly-looking determine plastered on a wall: a man in an asparagus go well with.
Yeah, that was it.
I lugged up a flight of stairs to a non-descript door the place I tentatively knocked, and was shortly after greeted by James Wragg and Yoshiro Kimura. They welcomed me inside, and gracious invited me to take a seat down at a little spherical desk coated in a pink and white checked tablecloth. Kimura provided me some inexperienced tea from a massive bottle. I used to be surrounded on all sides by bookcases of manga and a deluge of Onion Video games memorabilia, greater than I ever imagined existed for such a small studio.
What adopted was genuinely one of the most heat and nice interviews I’ve ever carried out, however I’m going to want you to buckle up and bear with me for a bit to know why. Kimura is a true trade veteran, a developer on video games similar to Romancing Saga 2 and three, No Extra Heroes, and Little King’s Story, co-creator of Moon: Remix RPG Journey, and now-head of Onion Video games, which has created a lengthy line of very foolish video games similar to Million Onion Resort and Black Fowl, gained a little bit of fame globally for its Western localization of the traditional Moon a few years in the past, and simply launched a little RPG referred to as Stray Kids this 12 months.
Stray Kids is a sport constructed upon some very, very particular DNA. To grasp it, I actually suppose you want to perceive Moon, which initially got here out in 1997 for the PlayStation 1, however solely in Japan at the time. Moon is a goofy, esoteric RPG (Kimura will discuss with it later in the interview as an “oddball” RPG) about a child who will get sucked into a Dragon Quest-like online game, solely to find that the “hero” of the sport is definitely murdering harmless monsters. What follows is an the other way up journey the place you observe the “hero” round, rescuing the souls of these monsters and doing good deeds to place the world proper, elevating your “Lv” or “Love” as you go.
Moon was a actually unusual sport each for its time and even now, as I found once I performed its English localization for Nintendo Swap in 2020. Its characters observe a full seven-day-long Majora’s Masks like time schedule, as a substitute of a soundtrack it has an in-game music participant with tracks from varied 90s Japanese underground bands, and its puzzles and ending are extraordinarily troublesome to sus out, even for a 90s sport. It’s so on the market, that Onion Video games translated and printed the unique guide that got here with Moon and launched it on-line, so new gamers wouldn’t be completely misplaced as to why there was a timer in the high nook of the display and why they saved collapsing for seemingly no motive.
However unusual as it’s, I feel Moon is really fantastic, and I’m not the just one who liked it. Toby Fox helped bolster the sport’s profile a bit when he cited it as a main inspiration for Undertale, and having performed each video games it’s extraordinarily simple to see the crossover. Kimura and Fox have since met and talked about their respective video games, a friendship that in flip appears to have impressed Kimura to make one other RPG, which takes us to Stray Kids.
At the time I carried out this interview, Kimura had simply let me play the first, oh, 5 minutes of the sport earlier than its launch. In these jiffy, a younger boy with a dog-like face is visited at dwelling by an older man, a stranger, who principally convinces him to go away his home at evening and observe him to a subway station, via a secret passage, and into a room full of pc screens. And that’s the place we stopped.
Having since performed the full sport, I do know Stray Kids is about that boy getting sucked into a online game world, similar to in Moon, and what follows is a actually unbelievable subversion of Moon, which was itself a subversion of RPG tropes. Whereas it can stand alone, I assume, so many of Stray Kids’s greatest moments are predicated on figuring out Moon, which ends up in it being a actually area of interest expertise that can most likely confuse some individuals who stumble into it. But it surely’s the sport Kimura wished to make, with out compromise, even in the moments the place that lack of compromise turned irritating.
So with that background, right here’s my interview with Yoshiro Kimura, carried out over inexperienced tea and surrounded by little decals of the asparagus man and cows and varied different Onion Video games mascots. This was principally carried out in translation courtesy of Wragg, although there have been a few factors the place Kimura stepped in and gave his solutions straight in English. The interview has been very evenly edited for readability.
Yoshiro Kimura: My title is Yoshiro Kimura, the Japanese sport designer. I’ve been growing video games for greater than 25 years. If I calculate from once I was 12 years outdated, I used to be making a lot of video games for myself additionally. And now I am the boss of the firm referred to as Onion Video games and Onion Video games is already 10 years outdated, and I spend time making indie video games.
So Stray Kids clearly follows from Moon, and I do know you have advised the story of the way you ended up revisiting Moon and bringing it to Swap and bringing it to English and the relaxation of the world for the first time. However what impressed you to begin making Stray Kids?
Kimura: I wished to make an RPG. I used to be enthusiastic about making an RPG from the day we began Onion Video games, however growing an RPG requires a lot of hit factors, a lot of expertise. And once we began the firm up, I did take into account doing a Kickstarter to fund it, however I am not that well-known of a sport creator, so I did not suppose I might get the assist. So as a substitute we went the route of making smaller video games first, like Million Onion Resort, Dandy Dungeon, Black Fowl. And we gained expertise, leveled as much as the level the place I felt comfy that we would be able to, not simply myself, however the crew would have the ability to deal with an RPG.
So regards to motivation for truly making Stray Kids, there are a number of issues that kickstarted the concept in my thoughts. Clearly one of them is Moon, however anybody who’s performed Moon would know a sequel to Moon is not one thing that may be carried out. And I actually like Moon myself as nicely, so I spent a very long time considering, “How can I make a sport that has the similar form of really feel, ambiance, however with out being straight linked to that sport?” So as soon as I received to the level the place I may envisage the begin and the finish of this new story, that was once I knew we had been prepared to start.
Even simply from the first jiffy of Stray Kids, it looks like you are exploring some of the similar themes: like childhood, disconnection from adults and possibly the nature of what a online game truly is or could be. Is that honest to say?
Kimura: To reply that query, I am going again to the motivation for making an RPG in the first place. Half of that was eager to make an RPG, half of it was eager to make one thing with the similar feeling as Moon. So it goes again to recollections of the video games I performed, my era performed, so the ‘80s, the ‘90s. Again then video games that I performed had a actually robust affect on me. And seeing and listening to about new releases was a actually thrilling factor again then. That expertise that I had in the previous from video games, I wished to place that into Stray Kids for the participant to expertise anew.
So for me, these video games, they weren’t console video games a lot again then, partly they had been, however it was PC as nicely and a few arcade. However in the event you think about, again once I was a child, I used to be dwelling in the countryside. Sooner or later I got here throughout this man who lived regionally and he had a C64 and PC, I do not know, ’88, ’98, no matter. So I am seeing video games like Ultima, Wizardry, some video games on the C64, and it is simply superb seeing… It is so new to me. And in addition in the arcade I am seeing Xevious from Namco, Mappy, that sort of stuff. And I liked these video games and I wished to place the feeling that I had again then into the sport so the participant can expertise it via it.
You made Moon, oh my gosh, what, 25… Extra? Nearly 30 years in the past?
Kimura: Perhaps 30 years in the past.
RPGs have modified and advanced since then, so I am curious if there’s something you have been taking part in in the final couple of years that has impressed you or made you suppose in another way?
Kimura: It is a bit of an odd reply I suppose, however first just lately, some stuff I have been taking part in anyway and I assume it has influenced me fairly a lot, is I’ve been going via the first 5 Dragon Quest video games once more on Famicom and Tremendous Famicom.
The unique variations?
Kimura: The unique, very onerous one. And I do not know whether or not it is an inspiration, however I’ve actually performed just lately, Odencat’s Meg’s Monster.
However once I discuss inspirations, I at all times find yourself with Undertale. However earlier than I discuss that, I need to be sure that there is no misunderstanding. So I am fairly pleasant with Toby Fox and once I reply I am answering truthfully, however I do not need it to look like I am attempting to journey on the coattails, and don’t need the press chasing him for feedback.
However there is a component of affect from that and I feel… So Toby, he performs my video games proper after launch, typically earlier than launch. However I at all times ask him why, why he performs and why’s he having fun with them? He stated, “As a result of I like bizarre, oddball video games,” and I assumed, “Oh, nicely, that is the similar as me.” So once I thought of Undertale, Undertale’s form of bizarre in some ways as nicely. And so in speaking to Toby, as a result of we have got this frequent curiosity, I really feel relaxed, a sense of reassurance. Safety. I really feel comfy speaking to him.
One of the issues that has fascinated me about Moon and Undertale and Stray Kids is it seems like they’re half of a bigger custom of bizarre, oddball video games which might be all impressed by each other and in dialog with each other. I put the Mom video games in there, Contact.
Kimura: Yume Nikki.
Yeah. There’s a bunch of them which might be all taking part in off some of the similar themes. And it has been fascinating to see the conversations publicly between you and Toby Fox, the place two completely different generations of sport builders are inspiring each other backwards and forwards. And that is a actually cool factor to see.
Kimura: It is like we’re form of pen pals nearly or diary pals. All these creators.
I feel all sport creators share this sort of feeling, whether or not they share it with all different sport creators or there’s simply the oddball sport creators and the preventing sport creators and the motion sport creators, however I feel all people’s inspiring and impressed by their friends.
So who all is Onion Video games? How huge is the crew? Is it individuals who have been with you for a very long time? Do you might have any newer builders?
Kimura: So from the core growth individuals, there’s seven together with myself, and we have had some youthful individuals be part of just lately, however they have been with us for 3 years, in order that’s the shortest. Then there’s individuals who’ve been with us from the begin of Onion Video games, we have been working collectively about 11 years. And there is one of the programmers was the programmer from Chulip, in order that’s a very long time. However even longer than that, there’s a coworker from my Sq. days, so I’ve recognized him for 30 years or so.
You talked about earlier you do not use this workplace anymore. Is everybody distant?
Kimura: So I am the individual most continuously right here and one of the youthful crew members is usually right here as nicely. So I work right here a lot. And typically individuals will are available, however usually talking, once we’re all collectively it is once we’re consuming.
Are you working with the similar composers or any of the similar individuals who did the music for Moon?
Kimura: Yeah, principally it is the similar composers. So Thelonious Monkees, which is comprised of [Hirofumi] Taniguchi-san, [Masanori] Adachi-san, and we have got [Keiichi] Sugiyami-san’s doing the sound results, so principally the similar.
I interviewed them about how they composed Moon and received all these completely different artists collectively to do the Moon discs, the MDs is there something like that in Stray Kids?
Kimura: Not this time, we did not do something like that. That was one thing that we had been capable of do as a result of of the crew make-up of Moon itself. And I did not suppose that doing the similar factor once more with Stray Kids would have the similar impression. So I wished to go together with simply a straight, new composition to the sport.
However we did use that, I overlook what it was referred to as in English, however the odd voice, the scrambled voice. The way in which we did it this time once more is we received the followers of Onion Video games to ship in heaps of… We have got followers throughout the world, so talking of their native languages, they despatched us heaps of voice clips they usually all received combined up and put again in. The Japanese model, I wasn’t capable of get it to a stage that I used to be pleased with. However with the worldwide launch, that can all be form of like a director’s minimize of the odd voices.
So I noticed simply the very starting of the sport, however I’ve watched the trailers and so I’ve a little bit of a image of what I am in for, however what are you able to inform me about the place this sport goes? Particularly, it looks like you are encountering individuals in some kind of… There’s battles, however it’s not a battle. What are you able to inform me about what’s taking place in Stray Kids?
Kimura: That’s truly the first time, in reminiscence, that anyone’s requested me that. And it is such a mean and correct… Like a regular query, in a great way, that I have never had the alternative to reply. So give me a little time to get the elevator pitch prepared.
[He thinks for a few moments.]
So it is an RPG, and as you noticed with a participant being sucked into the world of a online game in RPG, and in that world, as the title Stray Kids suggests, there’s a kingdom constructed by kids and outdoors of that kingdom, exterior of that land is the place the adults, we name them The Olders, reside. And also you talked about the battles, the battles… So underground, if you go away the security of the kids’s land, there’s these creatures dwelling underground and that is the place the battles happen. However in the battles, you may combat or you may discuss to the enemy, these creatures. And it is utterly as much as the participant how they strategy that.
Is that this a sport the place the outcomes may very well be impacted by the way you work together with these creatures?
Kimura: That is right down to the participant and the way they really feel, how they react to the- So when speaking about video games, the approach I really feel about it’s, I can let you know about the methods of the sport and possibly how they work, however what happens if you work together with these methods and the sport’s story, and the way the sport performs out, I might quite go away that as much as the participant to find, to expertise for themselves. As a result of I feel that not figuring out what you are getting if you go into the sport provides a higher expertise to the participant.
Moon’s very humorous and your different video games are very humorous. And I feel humor could be very troublesome in video video games typically, as a result of at instances video games strive very onerous to be humorous and it comes off as disingenuous. However I do not know, I am curious the way you strategy making a sport that’s cheeky and foolish and can make the participant snort? And particularly when it’s important to then localize it as a result of localizing humor is a complete completely different problem in and of itself.
Kimura: So, it is a troublesome one to reply truly. So I am not essentially, once I make video games, I am not seeking to manipulate how the participant’s feeling. I am not essentially seeking to make them snort as a result of some of the humor, it’ll make some individuals snort, however for different individuals it would make them really feel nearly concern. After which I would make a scene that makes some individuals really feel, “Oh, that is so unhappy,” however different individuals would suppose, “That’s merciless and horrible.” You performed the opening, proper?
Yeah.
Kimura: So it opens with this: The participant meets this man and principally he takes him away someplace after which the participant will get sucked into this sport world. It is form of humorous, however at the similar time it is also form of foreboding and the participant’s getting a sense of anticipation but in addition, “Look, what is going on right here?” And that is what I am going for, attempting to simply grasp the participant and actually draw their curiosity. And I feel that is frequent to all my video games. I am not essentially going for a sure feeling each time, simply mixing issues up.
So I get to enthusiastic about what’s good, dangerous, black, white, good versus evil, is there even a clear cut up? And I feel a lot of it comes from the experiences I had and the adults I met once I was a child and the way I interpreted these experiences, these conferences. And so my video games, they’re based mostly in fantasy worlds, however there’s positively a sure ingredient of my previous experiences in them as nicely. I don’t know fairly what these are? I do not know as a result of it is all combined up inside, however I am positive some of it’s in there. And that is very true of Stray Kids.
That is a actually, actually private sport for you, then?
Kimura: Yeah. Yeah, it is private, however it’s additionally a piece of leisure. So it’s a product at the similar time as being a piece of artwork, I assume.
What am I not asking you about that you just want journalists would ask you?
Kimura: Aside from what sort of sport is that this?
Haha, sure.
Kimura: I do not know, to be trustworthy. And the motive is, once I was at Marvelous Leisure and I used to be a producer, in the event you requested me about this or in the event you requested me about the sport, I might have a ready reply. I may let you know what the gross sales factors had been from a advertising perspective, however I have been engaged on Stray Kids for 3 years now and I can not say particular factors that I like as a result of I prefer it all a lot. If you requested me that query earlier, I could not reply right away, it is as a result of, A, I have never been requested but in addition, B, I haven’t got that clear reply anymore in my head. In no way. However in the event you’ve received any questions, I am an open ebook proper now for solutions.
I like prompting individuals I interview like this at the finish as a result of typically creators have one thing that is of their head that’s preoccupying them or that they are very enthusiastic about or that they consider all the time, however it’s not at all times one thing that is been proven or introduced or apparent for somebody to ask about. So it is okay if you do not have a solution, however I like asking simply in case.
Kimura: Really, sure, having answered that, now I feel I understand what I wished to say. After we reside our lives, there’s oftentimes once we need to make clear what is correct and what’s unsuitable, have every little thing black and white. However just lately, particularly just lately, I have been considering that possibly that is not a good concept, and to have issues grey, have that lack of readability, a lack of a clear dividing line between these two issues is a good concept. And I have been attempting to, in varied methods, have that ingredient half of the sport. And I do know I play video games, I have been making for a very long time, I do know what the participant expects what a regular sport needs to be, the user-friendly expertise. Perhaps there needs to be a warning at the starting, however I ought to ask for forgiveness, simply that this sport is not that approach and it’s my intent to try this as nicely.
Quite a bit of video video games over the years have tried to discover morality and as you say, in very black and white phrases, the place in the event you make sure selections, you get a good ending and sure selections you get a dangerous ending, and that is the way it works. And even Undertale and Moon actually labored that approach, although I assumed Moon’s was…nicely, I received it unsuitable the first time. However I feel now, particularly on this oddball sport area, there’s a starvation to discover that a little extra deeply and with extra nuance. I am experiencing that proper now taking part in Deltarune, the place I feel the proper and the unsuitable is a little much less clear.
Kimura: It is fairly refreshing to discuss this. It is there, however I have never actually vocalized this stuff. I have been making this sport for a very long time, like three years, so every single day it is like my life’s vitality is being sucked into this factor that I am making. So at the finish of every single day I am actually simply worn out. And such as you say, it’s an odd sport, so I want to have the ability to categorical in the advertising message from now… When we’ll launch the English model, I want to have the ability to inform individuals all about it, however I simply do not have the vitality. I am like, “That is a bit of a drawback.”
So up till now, with all the video games we have carried out at Onion Video games, as soon as I’ve completed the sport, I shift gears into this advertising mode, however this time I simply have not been capable of, so it is a utterly new expertise.
Properly, I think about the smaller the sport, the extra private it’s to the individuals making it. And I think about it’s extremely difficult to need to promote what quantities to the contents of your coronary heart.
Kimura: I’ve received actually combined emotions about it and it is form of the similar feeling about all of my video games in some methods, and I feel individuals who like my video games would really like this, and those who do not, will not. However this time round, the largest distinction might be… As a result of the sport was on Nintendo Direct, albeit in Japan, a lot extra individuals most likely find out about it, than previous video games. So I feel most likely a lot extra individuals will purchase it, however I have been enthusiastic about how some individuals suppose of video games as a product and if you promote them, the more cash you make the higher. However I’ve just lately been enthusiastic about Stray Kids that my strongest hope is that the individuals who purchase it and play it’ll actually adore it. And if that is solely a few individuals, then no matter. I really need it to achieve the those that it ought to attain and the different individuals, if it would not attain them, then-
It’s actually a advanced collection of a combine of feelings, however to repeat what I stated, I feel that having it attain the individuals who will prefer it, will actually resonate with, that is what I am actually in search of I feel.
Publish-Japan launch, we have been sharpening like loopy and every little thing is far improved, however at the similar time I additionally realized that nonetheless a lot we had been enhance it, I can not please all of the individuals all the time. It is solely ever going to please the individuals it should please.
[Translator pauses here and says, “I don’t know how to translate this. Please do your best to make it into a comprehensive whole.”] I have never spoken to… I would not say anyone, or that I have never spoken to the media, however I am half-feeling like if you get a bit tipsy and also you start- So it is most likely not your typical article that you just’d write.
Properly, I feel you are higher at promoting your sport than you suppose you might be.
I turned off the recorder right here, however I wished to anecdotally embrace one final half of our dialog that occurred earlier than Kimura despatched me off with what turned out to be a superb lunch advice, and has caught with me since. As we had been wrapping up, we received into a dialogue about how overwhelming and oppressing the world feels these days, particularly in the event you’re on-line or tuned into the information.
Kimura shared that in response to this sense, he tries to give attention to small joys. As an illustration, he says he’s just lately found at his native comfort retailer a little apple pie, that solely prices a couple hundred yen (a greenback, possibly nearly two in USD). Whereas the apple pie is supposed for one, he’s found out a particular approach he likes to slice the pie into a number of items, after which he places only one piece in the oven at dwelling earlier than he eats it in order that the edges develop into golden and crispy.
On this approach, he makes this very small pleasure last more, and it tastes even higher. That, he says, is how he’s attempting to reside his life proper now.
Rebekah Valentine is a senior reporter for IGN. Received a story tip? Ship it to rvalentine@ign.com.